natsuno-kanata ver1.2.2 is now available. The main contents of the update are as follows
[Bug Fixes] Fixed a problem where non-lost items could be stolen by enemies. Removed in-game events that were no longer needed. Some text has been corrected.
Seiga Kaku uses her amazing Taoist arts and gives you a life lesson - skuhataagyall
We fixed the problem with Steam achievements not working, as reported by a couple of players. If you previously satisfied the conditions to receive any achievements, but didn't unlock them, simply starting up the game should grant you all the missing achievements, provided that you still have your save data.
We apologize for the inconvenience, and extend our gratitude to the players who reported the issue.
Dear Game Creators! This is Shiguren again and I am bringing you more interesting information about RPG Maker Unite in our 10th Dev Log! This time I would like to go deeper on Addons. But first a disclaimer - since RMU is still a work-in-progress product, the information and methods that I discover are only based on the current internal developmental version of RMU and may change without notice in the final version.
Addons are programs written in C# that enhance or expand upon RPG Maker Unite’s basic functionalities. Those familiar with past RPG Makers would remember making and using “Plugins” to go beyond the limits of the engine - Addons are similar to that.
Like we covered before, merely using Addons in Unite is easy. Simply click on the circled button on RMU’s top function bar, which will open the Addon Manager. Addons can be toggled On or Off using the Addon Manager.
The plugin parameters from past titles like RPG Maker MV/MZ have now become the “addon parameters”, but the functionalities are largely similar.
A new addition this time is a two-dimensional array - which is basically the array of an array. In RMU it is possible to export this as a CSV format file and use external spreadsheet apps to open it. Do note that only two-dimensional arrays can be exported into CSV.
From here on, the information we will cover are mainly targeted at veterans and programmers who help creators to go beyond the limits of the engine. Please bear with us if you could not understand everything fully! The most important takeaway we wish to emphasize here, is that as long as using the correct methodology, you should be able to develop Addons in a similar fashion to the past. Some of this info may be extremely basic to Unity users, but we will cover it nonetheless so please bear with us on this too.
First, let us switch from RPG Maker Unite into the Unity Editor. From Unite’s menu bar, there is a function to switch to (or run side by side) the Unity Editor at any time.
Here we use the external editor Visual Studio. This would have to be installed beforehand, as well as downloading and installing the Visual Studio Tools for Unity.
While Visual Studio Code found in past RPG Makers like MV/MZ are also supported, we will not cover it in this Dev Log.
From Unity Editor, go to Preferences to perform setup to use the External Editor. Once done Unity can then be linked with Visual Studio.
Next, we can open the .sln file found in the Project folder via Visual Studio. This is a file made to Unity’s standards. When a project is opened via this file, the C# code contained within RMU will also be loaded and can serve like an auto-complete feature.
Once ready, we then add a file with following properties. Note that the file and class names need to be identical so that it can be referenced via reflection. We will set namespace to RPGMaker.Codebase.Addon, which is dedicated to everything related to Addons.
Using the auto-complete feature (aka Inellisense) in Visual Studio, let us have a look at what functions are available. Functions related to RPG Maker Unite are stored in the RPGMaker.Codebase namespace.
Addon’s initialization and saving its parameter is done by making and using a class for Addons. This class would need to receive Addon parameters from the Constructor, due to the use of the Reflection mechanism in C#.
Writing add-on parameters is similar to making plugins on past titles like MV and MZ. When porting MV, MZ plugins, a Dev can keep many of the comments intact without extra explanation.
Addon parameter types and constructor arguments when written in C# corresponds as follows. Do note that item ID numeric values would become UUID in C#!
Array types are not affected by the internal types and are passed as string. In the example table above it says number[] but the same is true for string[] or struct<>[].
Compared to past titles, the newer addition is integer and 2-dimensional arrays mentioned earlier.
“Addon commands” serve a similar function to the plugin command seen in other RPG Makers such as MZ, so is the general concept when developing. However, do note that the checks on data types are stricter. Addon commands are implemented as Addon class methods.
When distributing Addons, users can use Unity’s packaging features. This would make it easier to distribute elements that are not part of the code, such as images and audios!
Closing Comments
Admittedly, this Dev Log is perhaps the most complicated to date - but we really hope it provides you with enough information to have a preliminary understanding on Addon development in RMU!
In our future Dev Log, we plan to continue on this Dev Log and show some actual examples where applicable!
10th RPG Maker Unite Q&A
Q: Will RPG Maker Unite provide source code references? A: Currently there is no plan to provide source code references. All non-library codes can be viewed freely. Advanced developers or veterans should be able to understand them like in previous RPG Makers fairly quickly. The source code would serve as the most accurate reference!
Q: Is it possible to have RMU call a process that I added myself?A: Some of these can be done using Addon commands. However, some may require users to rewrite a part of the codes that govern RMU’s processes.
Q: Is it possible to add custom parameters to Actors and Items via Addons?A: Since the data structure defined by Classes need to be match in format to the data content, it is not possible to add parameters while maintaining compatibility.
Pilots! A special pack “Special license “Legacy” has become available in the official project store. The license is valid until the end of the “Legacy” event on March 15.
This pack includes:
Doubled amount of xenochips obtained from tasks (until the license expires);
DJMAX RESPECT V’s Season 7 is coming to an end on January 5th, 2PM KST. Until the end of the season, Pass XP x4 Event will be running, so don’t miss out on any Season 7 rewards. We thank all of you for participating in our Season 7.
You will be able to get the below rewards for participating in Ladder Match Season 7 once Season 8 starts.
Ladder Match Season 7 Rewards :
Season background and plates will be given and applied automatically in your Ladder Match Season 7 on the matching screen! Thank you all for participating in Ladder Match Season 7!
Special rewards for LADDER MATCH SEASON 7 participants
At the end of SEASON 7, 100 randomly selected players, who have completed LADDER MATCH SEASON 7 placement matches, will receive acrylic standees as a prize!
Acrylic Standee - EL CLEAR (LIVE Ver.) - 50 Player Acrylic Standee - EL FAIL (LIVE Ver.) - 50 Player
Not only that, there will be a special reward for players who have achieved TOP 100 at the end of LADDER MATCH SEASON 7!
Acrylic Stand Figure - EL CLEAR (S7 Top 100 Ver.)
We will notify the winners at the end of the season. To be eligible for both ladder match TOP 100 reward and raffle prize, please apply through the application linked below. https://docs.google.com/forms/d/18VEEKhAqGqBSdgMr3fuGQ0re9R8cfK-tjkuluKiSIIc We are excited to see a lot of great players compete in this upcoming new season!
(__NOTE: Merchandise can only be shipped to a valid South Korean address. We suggest international customers use a proxy-shipping service.__)
END OF CLEAR PASS SEASON 7
CLEAR PASS S6 will also be closed. As introduced above, we will host X4 Pass Point until the end of the season, so do not miss a single Season 6 reward! Also, you must actually get the rewards on the Clear Pass page to get it, so don’t forget! (Of course, you can get Season 7 rewards that you already earned on the day of Season 8.)
Also, CLEAR PASS S7 : Premium Ticket & Booster Pack will be closed from Steam Store as well.
Thank you all for participating in our season! We will be back with Season 8 soon!
■ Two Ways to Modify and Expand RPG Maker Unite’s Functionality!
Method 1.Using “Addons”
In RPG Maker series, users have always been able to develop and use scripts known in the community as “plugins” to expand engine functionalities not available by default. Due to this, many users volunteer to develop and generously share plugins with the community, which is how the RPG Maker series gave birth to so many marvelous titles, even as of now! Similarly, in RPG Maker Unite, users can use “Addons” to enhance and expand the engine. We changed the name due to how the internal processing works differently from past RPG Makers, but the concept and usage is identical. However, please do note that like always, we cannot provide official support on the development or usage of Addons. Up to this part we briefly touched on our announcement on September 2nd, 2022.
(RPG Maker Unite’s Addon Manager UI. This feature allows users to turn ON or OFF on the Addons installed into the game at will.)
Method 2.Rewriting the Source Code Through Unity Editor
The second option - which we cannot provide official support either - is to edit RPG Maker Unite’s source code directly using Unity Editor. In RPG Maker Unite, users can call out the Unity Editor UI any time as needed. Through this, users can confirm and rewrite a part of the source code however they see fit (Note: with the exception of some DLL files). This is especially useful for large-scale modification! Although the source code is open for viewing in Unity Editor, please do adhere to the EULAs that we will publish later on!
(Users can open Unity Editor from the RPG Maker Unite UI anytime they need it.)
(It is possible to have both editors side by side, making modifications while confirming each other simultaneously.)
■Which Method to Choose?
Both Addons and direct editing through Unity uses C# programming language. However, depending on the user’s knowledge level or objectives, there are clear reasons to prefer one over the other.
The biggest difference is whether users wish to modify RPG Maker Unite’s source code directly or not.
Addons by nature do not modify RPG Maker Unite’s source code, and thus would not cause conflicts induced by Source Code changes. This is great for developing multiple Addons simultaneously, and independently. Merely using other’s Addons is still as easy as always and would not require any programming nor Unity Editor knowledge either. Also, due to not tinkering with the source code, whenever there is an official update to RPG Maker Unite, users can apply it safely too (Note: Some Addons may need some updates to be compatible with latest updates)
On the other hand, modification of the source code directly through the Unity Editor would give users unprecedented amounts of freedom. Naturally, this would require a fairly advanced level of programming skills and deep knowledge towards how the Unity Editor and RPG Maker Unite works.
The Dev Log #10 this time takes a deeper dive into Addon development! Next month we plan to continue on it with more elaborate examples. If you are a RPG Maker plugin developer, you would be interested in reading this!
Im Thinking To Work On a Zombie Mode For Scare Girl because i always wanted to make a game like left 4 dead i had a game on itch.io and a youtuber with a 100k subscribers played the game Which it was a zombie game is was funny but the game wasn't finish plus i stop using itch.io because of how many gigs u can put to a game which is 1 and scare girl is 3 gigs. But Scare girl Will Still Have the normal levels i make to a game. after i finish level 8 imma work on level 9 and a zombie mode which i can add boxes to collect in zombie mode too. i Only Made 2 games so far scare girl and a zombie game but soon ill work on scare girl 2 with super realistic graphics And Continue to Work on scare girl 1 while scare girl 2 is being made. There Will Be Guns In Zombie Mode.